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First Weapon - Military Knife W.I.P.

Been a while since i made something, i always see blades etc so i wanted to give it a go.

dsc01334.jpg
Using this ref for inspiration, rather then a straight copy.

44550101.jpg

This is the High Poly so Far, can you tell me all the glaring errors i need to fix ?

Replies

  • fabio brasilien
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    fabio brasilien polycounter lvl 11
    it looks realy nice for me, but if you want to do exactly like that knife, you would need to fix the handle. That "bump" on the middle doesn´t exist and the chamfer is different.
    But your version is looking better... :P
  • imb3nt
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    imb3nt polycounter lvl 14
    Couple of crits, just nit-picking and comparing to the ref though. Also i think it could use an iteration or 2, some of the original shapes are still showing through where it should be smooth. Looking good though, keep rolling with it. :)

    bladecrits.jpg
  • iWeReZ
    @fabio brasilien - "it looks realy nice for me, but if you want to do exactly like that knife, you would need to fix the handle. That "bump" on the middle doesn´t exist and the chamfer is different.
    But your version is looking better... :P"


    Yeah as i said, it looked dull with just the flat metal sheets, Wanted to just fill the void. Ill most likely rework that bump.

    @SasoChicken -
    "Yeah, I kind like his version better, although if the bump on the handle was sharper it might looks better.

    Overall the design of the knife is really interesting, almost has a sci-fi-ish feel. Don't be afraid to deviate from your concept if you feel it could be better."


    Ill give it a go at sharpening the bump, what would be the quickest way ? or just get rid of the bump and rebuild it with smaller chamfers ? I dont really plan on going to far from the original, But i may add some "sci fi corridor glowy bits" :P just for funs.

    @imb3nt - "Couple of crits, just nit-picking and comparing to the ref though. Also i think it could use an iteration or 2, some of the original shapes are still showing through where it should be smooth. Looking good though, keep rolling with it."


    I love nit picking ^_^ The shapes that are showing through are where ive been lazy, so since theyre obviously an issue ill fix them now, along with adding those hexagonal things in the centre of the rings. Next post should have the changes you suggested :)

    Thanks for the comments guys, keep em coming.
  • iWeReZ
    Rebuilt the rings and the blade:

    prntscrns.png
  • iWeReZ
    Well, if you looks in your reference, the hexagon hole inside the larger rings isn't so pronounced as you've made it. Now the rings looks super busy.
    Also, making the bevel bigger on the handle bumps would probably be nice. See where the handle meets the blade? Something along those lines. It's your model, your call, but that's my opinion

    I tried to shrink them just now, forgot to compare to my reference :| and i dont nderstand what you mean about your bevel idea ?

    prntscrn.png
  • iWeReZ
    Sorry man i must be really slow, still not quite getting it O.o
  • iWeReZ
    I finally clicked :D Needed to be less blocky and more organic. Hopefully its fixed ?

    Another question, for extremely small details, like sligh dints in the blade etc, would i sculpt them in Z? or photoshop the normals ?

    prnt2.png
  • bluekangaroo
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    bluekangaroo polycounter lvl 13
    what an oddly shaped blade. I like what you've got so far.

    Also, I wouldnt get bogged down by too many details. I find the best way to get better is with practice and experience. So if you make a few mistakes here and there I wouldnt worry too much. You'll be amazed how with each new piece how much you will improve. I'm sure you'll look back on this in a year and see lots of ways in which the asset could have been improved.
  • imb3nt
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    imb3nt polycounter lvl 14
    Looking a lot better! I like how the tip of the blade feels now. I'm thinking if you squash the bolts down a little that might help. they're kinda streamlined to the handle in the ref and thats probably for a reason. Keep it up though, you're definitely making good progress.
  • iWeReZ
    prntscrn3.png

    Thinner bolts, ill just photoshop the scratch normals, along with a decent Spec.

    Gunna begin on Low Poly now.
  • ENODMI
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    ENODMI polycounter lvl 14
    here, let me try to demonstrate in text

    Your model (side view): _|--

    With bevel: _/--

    HA:) thats awesome
  • iWeReZ
    Slowly making progress, Low Poly done :
    lowpolynormal.jpg
    lowpolywires.jpg
  • Firebert
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    Firebert polycounter lvl 15
    you are aware that max has a grab viewport function?
    Tools > Grab Viewport

    No one wants to see your taskbar. Besides, large icons in 7 and vista eats up your screenspace for working.

    remove the extrusion on the backside of the handle from your lowpoly. you will gain little to nothing from having the extra poly detail on this part of the model given the possible viewing angles you would most likely see (head on to this section which is mostly covered by a hand, or at an extreme side angle like you have here for a split second in an animation). from gaining those polys back, add more into the circular hole in the base of the handle. forcus more on making a cleaner silhouette and work on a better edge flow.

    i haven't read through everything, but what are you basing your budget off of?
  • iWeReZ
    Tools > Grab Viewport

    No one wants to see your taskbar. Besides, large icons in 7 and vista eats up your screenspace for working.


    Someones a bit antsy D:

    remove the extrusion on the backside of the handle from your lowpoly. you will gain little to nothing from having the extra poly detail on this part of the model given the possible viewing angles you would most likely see (head on to this section which is mostly covered by a hand, or at an extreme side angle like you have here for a split second in an animation).


    If its the part im thinking of, it isnt just the handle extruded, its the full handle.

    from gaining those polys back, add more into the circular hole in the base of the handle. forcus more on making a cleaner silhouette and work on a better edge flow.

    Will do.

    i haven't read through everything, but what are you basing your budget off of?

    I dont have a base, i just said to myelf below 1000, any particular target i should be aiming for ?


    Also, UVs are hard :c
  • Firebert
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    Firebert polycounter lvl 15
    nah i'm just tired yo :)

    it looks like there is a gap on the back of the handle, like most knives have from putting two pieces of metal together and spacing them so the blade can fold in. that is the part i am referring to. looks like there's about 3 or 4 divisions in that area alone.
  • iWeReZ
    Fair enough.

    Thats just the dodgey angle, Its actually just the top bottom and side with a chamfer.
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